0dbedd18fc
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
233 lines
5.9 KiB
C++
233 lines
5.9 KiB
C++
/*************************************************************************/
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/* quad.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "quad.h"
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#include "servers/visual_server.h"
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void Quad::_update() {
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if (!is_inside_tree())
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return;
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Vector3 normal;
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normal[axis]=1.0;
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const int axis_order_1[3]={1,2,0};
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const int axis_order_2[3]={2,0,1};
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const int a1=axis_order_1[axis];
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const int a2=axis_order_2[axis];
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DVector<Vector3> points;
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points.resize(4);
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DVector<Vector3>::Write pointsw = points.write();
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Vector2 s2 = size*0.5;
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Vector2 o = offset;
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if (!centered)
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o+=s2;
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pointsw[0][a1]=-s2.x+offset.x;
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pointsw[0][a2]=s2.y+offset.y;
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pointsw[1][a1]=s2.x+offset.x;
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pointsw[1][a2]=s2.y+offset.y;
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pointsw[2][a1]=s2.x+offset.x;
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pointsw[2][a2]=-s2.y+offset.y;
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pointsw[3][a1]=-s2.x+offset.x;
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pointsw[3][a2]=-s2.y+offset.y;
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aabb=AABB(pointsw[0],Vector3());
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for(int i=1;i<4;i++)
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aabb.expand_to(pointsw[i]);
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pointsw = DVector<Vector3>::Write();
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DVector<Vector3> normals;
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normals.resize(4);
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DVector<Vector3>::Write normalsw = normals.write();
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for(int i=0;i<4;i++)
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normalsw[i]=normal;
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normalsw=DVector<Vector3>::Write();
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DVector<Vector2> uvs;
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uvs.resize(4);
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DVector<Vector2>::Write uvsw = uvs.write();
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uvsw[0]=Vector2(0,0);
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uvsw[1]=Vector2(1,0);
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uvsw[2]=Vector2(1,1);
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uvsw[3]=Vector2(0,1);
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uvsw = DVector<Vector2>::Write();
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DVector<int> indices;
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indices.resize(6);
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DVector<int>::Write indicesw = indices.write();
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indicesw[0]=0;
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indicesw[1]=1;
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indicesw[2]=2;
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indicesw[3]=2;
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indicesw[4]=3;
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indicesw[5]=0;
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indicesw=DVector<int>::Write();
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Array arr;
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arr.resize(VS::ARRAY_MAX);
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arr[VS::ARRAY_VERTEX]=points;
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arr[VS::ARRAY_NORMAL]=normals;
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arr[VS::ARRAY_TEX_UV]=uvs;
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arr[VS::ARRAY_INDEX]=indices;
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if (configured) {
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VS::get_singleton()->mesh_remove_surface(mesh,0);
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} else {
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configured=true;
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}
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VS::get_singleton()->mesh_add_surface(mesh,VS::PRIMITIVE_TRIANGLES,arr);
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pending_update=false;
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}
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void Quad::set_axis(Vector3::Axis p_axis) {
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axis=p_axis;
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_update();
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}
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Vector3::Axis Quad::get_axis() const{
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return axis;
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}
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void Quad::set_size(const Vector2& p_size){
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size=p_size;
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_update();
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}
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Vector2 Quad::get_size() const{
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return size;
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}
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void Quad::set_offset(const Vector2& p_offset){
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offset=p_offset;
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_update();
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}
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Vector2 Quad::get_offset() const{
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return offset;
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}
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void Quad::set_centered(bool p_enabled){
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centered=p_enabled;
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_update();
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}
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bool Quad::is_centered() const{
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return centered;
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}
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void Quad::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (pending_update)
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_update();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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pending_update=true;
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} break;
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}
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}
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DVector<Face3> Quad::get_faces(uint32_t p_usage_flags) const {
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return DVector<Face3>();
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}
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AABB Quad::get_aabb() const {
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return aabb;
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}
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void Quad::_bind_methods(){
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ObjectTypeDB::bind_method(_MD("set_axis","axis"),&Quad::set_axis);
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ObjectTypeDB::bind_method(_MD("get_axis"),&Quad::get_axis);
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ObjectTypeDB::bind_method(_MD("set_size","size"),&Quad::set_size);
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ObjectTypeDB::bind_method(_MD("get_size"),&Quad::get_size);
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ObjectTypeDB::bind_method(_MD("set_centered","centered"),&Quad::set_centered);
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ObjectTypeDB::bind_method(_MD("is_centered"),&Quad::is_centered);
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ObjectTypeDB::bind_method(_MD("set_offset","offset"),&Quad::set_offset);
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ObjectTypeDB::bind_method(_MD("get_offset"),&Quad::get_offset);
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ADD_PROPERTY( PropertyInfo( Variant::INT, "quad/axis", PROPERTY_HINT_ENUM,"X,Y,Z" ), _SCS("set_axis"), _SCS("get_axis"));
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ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "quad/size" ), _SCS("set_size"), _SCS("get_size"));
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ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "quad/offset" ), _SCS("set_offset"), _SCS("get_offset"));
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ADD_PROPERTY( PropertyInfo( Variant::BOOL, "quad/centered" ), _SCS("set_centered"), _SCS("is_centered"));
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}
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Quad::Quad() {
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pending_update=true;
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centered=true;
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//offset=0;
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size=Vector2(1,1);
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axis=Vector3::AXIS_Z;
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mesh=VisualServer::get_singleton()->mesh_create();
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set_base(mesh);
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configured=false;
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}
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